Herbalism and Alchemy List Document in Ravelayr | World Anvil
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Herbalism and Alchemy List

The Process of Alchemy

When a player would like to craft a potion or a poison, they make an Alchemy Attempt, which is equivalent to casting a Ritual spell. This process takes 10 minutes to complete and results in a single vial if successful.   Alchemy Modifier = Wisdom or Intelligence Modifier + Proficiency Bonus (only if using tools you are proficient with)   To start a basic Alchemy Attempt, you select a base ingredient to work with. Base ingredients have the term Effect in front of the description. When crafting, you can only have one of these base ingredients.   Once you have your base ingredient, you can add other ingredients that have the Potion Modifier, Toxin Modifier or Special term in front of the description. You can only have one Effect ingredient and up to three Modifier ingredients in a single concoction.   On a successful Alchemy Attempt, you create the vial. On a failure, the vial's contents do not give the desired effect.
 

Potion Sickness

Drinking too many potions can have variable consequences if not carefully monitored. If a player ingests 8 or more ingredients worth of potions between periods of a long rest some consequences may appear. These include becoming sick to your stomach and gaining a level of exhaustion or even having to roll on the Wild Surge table.  

Potions

Potions normally are a healing-like substance, which can be enhanced using modifier ingredients.   Alchemy Attempt DC = 10 + all ingredient difficulty modifiers combined  

Potion Effect Ingredients

Wild Sageroot (common)

Use: Heals for 2d4 + Alchemy Modifier.
Found in: Most terrain.
Diffculty: 0

The most common ingredient found among doctors and healer’s equipment would be these light pink roots. They measure about 3 to 5 inches in length and have a smooth, fuzzy texture to them. They are used every day by skilled Alchemists and healers to create concoctions of extraordinary healing power.  

Potion Modifier Ingredients

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Posion

Applying poison to ones weapon is a main tools in an assassin repertoire. There is only one type of poison Effect when it comes to this supplement, and that's all that is needed. Poisons are very versatile in how one can create them and must be decided during crafting if the poison needs to be inhaled, ingested or made contact with the skin.   Luckily, for those wanting to master the art of poisons, all they need to start is a very common ingredient called Wyrmtongue Petals. Additionally, all poisons can be altered by Toxin Modifier ingredients to customize them to their user's liking. A single vial of poison can be applied to 1 weapon.   Alchemy Attempt DC = 10 + all ingredient difficulty modifiers combined   Poison DC = 8 + Alchemy Modifier  

Poison Effect Ingredients

Wyrmtongue Petals (common):

Use: Effect: 1d4 + Alchemy Modifier poison damage per round; target is [poisoned] for 1 minute.
Found in: Most terrain.
Difficulty: 0
The assassins, and many Drows, favorite natural ingredient. These jagged red petals can be found growing on Wyrmtongue flowers in almost every terrain. It’s almost as if the world itself is trying to test humanity by letting these flowers grow everywhere. These petals are used as a base for toxins that can offer extremely powerful damage. For this reason, Wyrmtongue is highly illegal, and in many cases punishes owners of this flower with death.  

Poison Modifier Ingredients

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Enchantment

There are also Enchantment ingredients. These require Elemental Water as their base ingredient which then you add the Enchantment ingredient for the Alchemy attempt.   Alchemy Attempt DC = 10 + all ingredient difficulty modifiers combined  

Elemental Water (rare):

Use: This is required as the base catalyst for all Enchantment creations.
Found in: Where the roots of the Great Old Myristica touch the water in Puddlebranch.
Difficulty: +3
This magical water is the base ingredient for all concoctions that form extremely powerful effects. You need at least half a standard vial’s worth of the liquid for it to produce a full effect potion. If this water is not used as a base for an Enhancement potion, the potion becomes tainted and can make the user sick or hurt them.  

Ironwood Heart (uncommon):

Use: Potion of Growth
Found in: Arctic, Forest, Hills
Difficulty: +3
This gnarled white seed is commonly found in the nooks of Ironwood Trees. These large seeds pulse with a slow repetitive beat when gripped tightly, often referred to as “Nature’s Heartbeat”. It is said that when cooked or properly prepared by a Herbalist these seeds can increase a beings physical size greatly.

Performing Herbalism

While traveling the world a player may wish to gather some local flora. When trying to gather ingredients listed in this article a character will perform a Herbalism Check.   Herbalism Modifier = Wisdom or Intelligence Modifier + Proficiency Bonus (only if using a herbalism kit you are proficient with)   Gathering During Gameplay: The player will roll a Herbalism check (DC15) with a success resulting in the DM rolling on the terrain table located in the herbalism (using a d20) and alchemy document and a 1d4 to see the amount of ingredients gathered.   Identifying Ingredients: The player will have to keep a list of herbs and their purposes. In order to discover the uses of herbs, the player can do 2 things. Firstly, they can check with an expert herbalist and ask them if they know the plant and what it does. Secondly, they can try alchemizing the plant and try the result on themselves, an enemy or someone they deem annoying enough to use as a lab rat.

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